Contents

Description

The Rifleman is the average squad member of the UGC Marine Corps. However, they are far from mediocre. Well trained, disciplined and loyal - they are testament to the effectiveness of the Marine Corps. They are capable of conducting multiple infantry roles, including the highly offensive, defensive crowd control, and reconnaissance. In addition they are equipped with Power Armor Combat Suits that are the best the military can offer its soldiers. They are versatile, tough and deadly.

Starting Skill

Focus Fire(F)

Increases damage by 25% and sight range by 3 and reduces attack speed by 20%. Last for 5 seconds. 5 second cooldown. Costs 8 Energy.

Innate Abilities

Adaptive Leg AugmentsPassive

The Rifleman's suit comes equipped with AI which lessens the effects of abnormal terrain such as creep.

Weapons SpecialistPassive

The Rifleman switches weapons 50% faster than normal.

Combat

Tier 1

Critical Strike

Grants a chance to deal double damage on attacks. Passive

Level 1 - 10% chance

Level 2 - 20% chance

Level 3 - 30% chance

Fire Up

The Rifleman gets fired up, upgrading Focus Fire and applying bonuses to Grenades while under the effect of Focus Fire. Each level increases the energy cost of Focus Fire by 1. Passive

Tier 2

Weapons Proficiency

Thanks to the Rifleman's intensive weapon training, he is skilled with anything that has a trigger, wielding his weapons more effectively than the average soldier. Constant weapons drills have turned reloading into an act of muscle memory, decreasing the Rifleman's reload time with all weapons. It also increases the duration of Fire Up. Passive

Grenade

(E) - The Rifleman fires a grenade from his under barrel launcher at a target that deals instant damage to the target and nearby enemies. Deals +33% damage vs Light. Can Critcal Strike (based on Critical Strike level). Gains larger AoE while Focus Fire is active. 2 second cooldown. Costs 25 Energy.

Level 1 - 75 damage. Gains 3 damage per level of the Rifleman

Level 2 - 150 damage. Gains 6 damage per level of the Rifleman

Tier 3

Bloodlust

(W) - The carnage the Rifleman unleashes triggers a martial trance, sending him into a state of heightened reflexes and combat fervor, granting him increased attack speed and damage for 10 seconds. 10 second cooldown. Costs 15 Energy.

Survival

Tier 1

Saline IV

(Q) - Built into the Rifleman's powered armor are neuro-injectors that will, on command, inject a drug that heals the Rifleman. At later levels the drug will also cure certain ailments. 15 second cooldown. Costs 20 Energy.

Tier 2

Sonic Trap

(C) - The Rifleman lays down an ultrasonic device which detonates when a non-massive enemy comes within a radius 3 area. The blast pushes all non-Massive and non-Heroic units back, stuns them for 0.3 seconds, and illuminates the area to all Marines. The trap has 7 charges. Maximum of 5 active traps per player at a time. 45 second cooldown. Massive and Heroic units are slowed.

Precision Shot

(R) - The Rifleman takes aim and fires well-placed shot at the legs of a single target, slowing it on impact for 5 seconds. Stuns targets if Focus Fire is active. Deals 67% more to massive targets. Costs 10 energy.

Level 1 - Deals 75 damage and slows the target by 30%

Level 2 - Deals 150 damage and slows the target by 60%

Tier 3

Repulse

(W) - The Rifleman's armor pushes itself to maximum power, greatly increasing its movement speed and armor. The excess power bursts from the suit, stunning nearby enemies in the area. Can Critical Strike. The power surge lasts 10 seconds. While under the effects of Repulse, the use of Saline IV (level 3) will also remove Cripple. 12 second cooldown. Costs 25 Energy.